![]() Way of Shadow(lvl1) Gain proficiency in stealth or if already proficient from skill selection gain expertise in stealth, you can see in normal and magical darkness without penalty. or spells that could be explained by an elemental effect like jump being linked to wind. (burning hands, searing smite ect.) including cantrips. ![]() ![]() Theme their other spells on the elemental spells from each type of spellcaster. However, provide them with lvl 1 spells that are bonus actions that include martial arts bonus attacks / attacks and add +1d4 elemental damage to each hit for that round and the next the dice scale up if cast at higher levels. Way of the four elements(lvl1): Make them full spellcasters based on wisdom, and their unarmed damage does not scale higher than a d6 and scales to it slower. Open hand(lvl1) : your unarmed strikes add their attribute bonus (choose strength or dexterity whichever is higher) and you may spend one ki point when making a flurry of blows to add one additional unarmed strike attack to the effect. At the end of your turn each enemy you have successfully hit must make a constitution savings throw against your monk save DC with a +1 to that DC for each time you struck them this turn or be stunned until the end of your next turn.Īllow monks to choose an archetype at lvl 1 much like a cleric with the following changes and provide them with 1 ki point every other level rounding up. (2ki) for the rest of this turn your attacks gain the stunning quality. And can now interact with many other class features and feats allowing for drastically more build diversity. Monks unarmed strikes are once again considered weapons for spell interactions and wraps can be enchanted just like any other weapon. Monks can wear hand wraps that can affect or alter unarmed damage allowing them to interact fairly with magic weapon and such spells. Monk unarmed damage no longer scales past 1d8 (one handed weapons) have it scale at the same rate to 1d6 to match rogue but double the time they spend at 1d6 and have 1d8 replace the 1d10 levels for scaling. These additional attacks do not add their attribute bonus to damage.Įvasive Maneuvers: you may use a bonus action to give yourself +2 AC and give all attackers disadvantage to hit you until the end of your next turn.Įfficient footwork: you may use your bonus action to Dash and choose one enemy that cannot perform attacks of opportunity on you. I have a balance suggestion for monk.įlurry of Blows: When taking the attack action if a monk is wielding a monk weapon they may make an additional attack with that monk weapon OR if unarmed may make 2 additional unarmed strikes as a bonus action. My proposed rework for monk in Baldurs gate 3Īfter taking in many complaints about monk as a player and a DM and playing dungeons and dragons for over 30 years now.
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